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My initial plan was to create a copy and process it as you said, but I thought copying the entire memory would take more time.
Ok so, what is the cause of the "hang" phenomenon that humans feel?
If something doesn't move for half a second you'll feel the situation disconnected.
This MOD prevents all objects from being stored in 1 frame, and uses more frames to process them.
This way, the game system may stop updating, but the camera will be able to move and you will feel less disconnected.
However, this method has a fatal drawback. If there is a conflict between the information at the start of saving and the information at the time of actual saving, it cannot be recovered.
So along the way I'm working on adapting the idea of saving to parallel threads by changing the way a bit.
Although there are downsides to this approach, the initial version seemed to work just fine.
However, I can't say this works very well as I'm getting a lot of bug reports from a lot of users.
There are many problems that keep popping up for unknown reasons, including the error you talked about.
And, I'm having trouble pinpointing the cause of them.
However, I don't think we can ignore such problems any longer.
So, I started re-working this mod.
I'm doing my best to make a better mod by using the information I gained while developing this mod as much as possible.
apart from that, mod breaks world gen
Unfortunately, No.
I haven't been able to reproduce the problem, so I don't know what the cause is.
However, it is speculated that the problem occurs when the user takes any action after the save has started.
If possible, never do anything other than operate the camera after saving starts.
This MOD does not increase save speed.
It's all about saving one object and then taking a little break so that the game doesn't freeze as much as possible.